Slightly less heavy-handed compute memory barrier implementation.

Also validate whether there are any unbound writable resources when dispatching compute shader work.
This commit is contained in:
Alex Szpakowski
2021-08-11 18:41:38 -03:00
parent 1cf8f1192c
commit 4caeb27047
8 changed files with 134 additions and 15 deletions
+10 -1
View File
@@ -1095,8 +1095,17 @@ void Graphics::dispatchThreadgroups(Shader* shader, int x, int y, int z)
}
flushBatchedDraws();
auto prevshader = Shader::current;
shader->attach();
dispatch(x, y, z);
bool success = dispatch(x, y, z);
if (prevshader != nullptr)
prevshader->attach();
if (!success)
throw love::Exception("Compute shader must have resources bound to all writable texture and buffer variables.");
}
Graphics::BatchedVertexData Graphics::requestBatchedDraw(const BatchedDrawCommand &cmd)
+1 -1
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@@ -938,7 +938,7 @@ protected:
virtual Shader *newShaderInternal(StrongRef<ShaderStage> stages[SHADERSTAGE_MAX_ENUM]) = 0;
virtual StreamBuffer *newStreamBuffer(BufferUsage type, size_t size) = 0;
virtual void dispatch(int x, int y, int z) = 0;
virtual bool dispatch(int x, int y, int z) = 0;
virtual void setRenderTargetsInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBtexture) = 0;
+7
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@@ -792,6 +792,13 @@ bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err,
bufferReflection.stride = (size_t) info.size;
bufferReflection.memberCount = (size_t) info.numMembers;
if (qualifiers.isReadOnly())
bufferReflection.access = ACCESS_READ;
else if (qualifiers.isWriteOnly())
bufferReflection.access = ACCESS_WRITE;
else
bufferReflection.access = (Access)(ACCESS_READ | ACCESS_WRITE);
reflection.storageBuffers[info.name] = bufferReflection;
}
else
+9
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@@ -99,6 +99,13 @@ public:
ENTRYPOINT_RAW,
};
enum Access
{
ACCESS_NONE = 0,
ACCESS_READ = (1 << 0),
ACCESS_WRITE = (1 << 1),
};
struct SourceInfo
{
Language language;
@@ -124,6 +131,7 @@ public:
};
UniformType baseType;
Access access;
TextureType textureType;
DataBaseType texelBufferType;
bool isDepthSampler;
@@ -240,6 +248,7 @@ protected:
{
size_t stride;
size_t memberCount;
Access access;
};
struct ValidationReflection
+75 -2
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@@ -469,10 +469,83 @@ void Graphics::setActive(bool enable)
active = enable;
}
void Graphics::dispatch(int x, int y, int z)
static bool computeDispatchBarriers(Shader *shader, GLbitfield &preDispatchBarriers, GLbitfield &postDispatchBarriers)
{
// TODO: handle indirect argument buffer types, when those are added.
for (auto buffer : shader->getActiveWritableStorageBuffers())
{
if (buffer == nullptr)
return false;
auto usage = buffer->getUsageFlags();
postDispatchBarriers |= GL_BUFFER_UPDATE_BARRIER_BIT;
if (usage & BUFFERUSAGEFLAG_SHADER_STORAGE)
{
preDispatchBarriers |= GL_SHADER_STORAGE_BARRIER_BIT;
postDispatchBarriers |= GL_SHADER_STORAGE_BARRIER_BIT;
}
if (usage & BUFFERUSAGEFLAG_TEXEL)
postDispatchBarriers |= GL_TEXTURE_FETCH_BARRIER_BIT;
if (usage & BUFFERUSAGEFLAG_INDEX)
postDispatchBarriers |= GL_ELEMENT_ARRAY_BARRIER_BIT;
if (usage & BUFFERUSAGEFLAG_VERTEX)
postDispatchBarriers |= GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT;
if (usage & (BUFFERUSAGEFLAG_COPY_SOURCE | BUFFERUSAGEFLAG_COPY_DEST))
postDispatchBarriers |= GL_PIXEL_BUFFER_BARRIER_BIT;
}
for (auto texture : shader->getActiveWritableTextures())
{
if (texture == nullptr)
return false;
preDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
postDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
| GL_TEXTURE_UPDATE_BARRIER_BIT
| GL_TEXTURE_FETCH_BARRIER_BIT;
if (texture->isRenderTarget())
postDispatchBarriers |= GL_FRAMEBUFFER_BARRIER_BIT;
}
return true;
}
bool Graphics::dispatch(int x, int y, int z)
{
// Set by higher level code before calling dispatch(x, y, z).
auto shader = (Shader *) Shader::current;
GLbitfield preDispatchBarriers = 0;
GLbitfield postDispatchBarriers = 0;
if (!computeDispatchBarriers(shader, preDispatchBarriers, postDispatchBarriers))
return false;
// glMemoryBarrier before dispatch to make sure non-compute-read ->
// compute-write is synced.
// TODO: is this needed? spec language around GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
// makes me think so.
// This is overly conservative (dispatch -> dispatch will have redundant
// barriers).
if (preDispatchBarriers != 0)
glMemoryBarrier(preDispatchBarriers);
glDispatchCompute(x, y, z);
glMemoryBarrier(GL_ALL_BARRIER_BITS); // TODO: Improve synchronization
// Not as (theoretically) efficient as issuing the barrier right before
// they're used later, but much less complicated.
if (postDispatchBarriers != 0)
glMemoryBarrier(postDispatchBarriers);
return true;
}
void Graphics::draw(const DrawCommand &cmd)
+1 -1
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@@ -68,7 +68,7 @@ public:
void setActive(bool active) override;
void dispatch(int x, int y, int z) override;
bool dispatch(int x, int y, int z) override;
void draw(const DrawCommand &cmd) override;
void draw(const DrawIndexedCommand &cmd) override;
+24 -9
View File
@@ -120,6 +120,7 @@ void Shader::mapActiveUniforms()
u.name = std::string(cname, (size_t) namelen);
u.location = glGetUniformLocation(program, u.name.c_str());
u.baseType = getUniformBaseType(gltype);
u.access = ACCESS_READ;
u.textureType = getUniformTextureType(gltype);
u.texelBufferType = getUniformTexelBufferType(gltype);
u.isDepthSampler = isDepthTextureType(gltype);
@@ -325,6 +326,7 @@ void Shader::mapActiveUniforms()
{
UniformInfo u = {};
u.baseType = UNIFORM_STORAGEBUFFER;
u.access = ACCESS_READ;
GLsizei namelength = 0;
glGetProgramResourceName(program, GL_SHADER_STORAGE_BLOCK, sindex, 2048, &namelength, namebuffer);
@@ -337,6 +339,7 @@ void Shader::mapActiveUniforms()
{
u.bufferStride = reflectionit->second.stride;
u.bufferMemberCount = reflectionit->second.memberCount;
u.access = reflectionit->second.access;
}
// Make sure previously set uniform data is preserved, and shader-
@@ -369,10 +372,17 @@ void Shader::mapActiveUniforms()
if (binding.bindingindex >= 0)
{
int activeindex = (int)activeStorageBufferBindings.size();
storageBufferBindingIndexToActiveBinding[binding.bindingindex] = activeindex;
activeStorageBufferBindings.push_back(binding);
auto p = std::make_pair(activeindex, -1);
if (u.access & ACCESS_WRITE)
{
p.second = (int)activeWritableStorageBuffers.size();
activeWritableStorageBuffers.push_back(u.buffers[0]);
}
storageBufferBindingIndexToActiveBinding[binding.bindingindex] = p;
}
uniforms[u.name] = u;
@@ -433,8 +443,9 @@ bool Shader::loadVolatile()
textureUnits.clear();
textureUnits.push_back(TextureUnit());
storageBufferBindingIndexToActiveBinding.resize(gl.getMaxShaderStorageBufferBindings(), -1);
storageBufferBindingIndexToActiveBinding.resize(gl.getMaxShaderStorageBufferBindings(), std::make_pair(-1, -1));
activeStorageBufferBindings.clear();
activeWritableStorageBuffers.clear();
for (const auto &stage : stages)
{
@@ -888,7 +899,7 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
if (texelbinding)
{
GLuint gltex = 0;
if (buffers[i] != nullptr)
if (buffer != nullptr)
gltex = (GLuint) buffer->getTexelBufferHandle();
else
gltex = gl.getDefaultTexelBuffer();
@@ -906,7 +917,7 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
int bindingindex = info->ints[i];
GLuint glbuffer = 0;
if (buffers[i] != nullptr)
if (buffer != nullptr)
glbuffer = (GLuint) buffer->getHandle();
else
glbuffer = gl.getDefaultStorageBuffer();
@@ -914,9 +925,13 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
if (shaderactive)
gl.bindIndexedBuffer(glbuffer, BUFFERUSAGE_SHADER_STORAGE, bindingindex);
int activeindex = storageBufferBindingIndexToActiveBinding[bindingindex];
if (activeindex >= 0)
activeStorageBufferBindings[activeindex].buffer = glbuffer;
auto activeindex = storageBufferBindingIndexToActiveBinding[bindingindex];
if (activeindex.first >= 0)
activeStorageBufferBindings[activeindex.first].buffer = glbuffer;
if (activeindex.second >= 0)
activeWritableStorageBuffers[activeindex.second] = buffer;
}
}
}
+7 -1
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@@ -65,6 +65,9 @@ public:
void updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW, int viewportH);
const std::vector<Buffer *> &getActiveWritableStorageBuffers() const { return activeWritableStorageBuffers; }
const std::vector<Texture *> &getActiveWritableTextures() const { return activeWritableTextures; }
private:
struct TextureUnit
@@ -118,9 +121,12 @@ private:
// Texture unit pool for setting textures
std::vector<TextureUnit> textureUnits;
std::vector<int> storageBufferBindingIndexToActiveBinding;
std::vector<std::pair<int, int>> storageBufferBindingIndexToActiveBinding;
std::vector<BufferBinding> activeStorageBufferBindings;
std::vector<Buffer *> activeWritableStorageBuffers;
std::vector<Texture *> activeWritableTextures;
std::vector<std::pair<const UniformInfo *, int>> pendingUniformUpdates;
}; // Shader